Fly MTG Card


Fly - Adventures in the Forgotten Realms
Mana cost
Converted mana cost1
RarityUncommon
TypeEnchantment — Aura
Abilities Enchant,Venture into the dungeon
Released2021-07-23
Set symbol
Set nameAdventures in the Forgotten Realms
Set codeAFR
Number59
Frame2015
Layoutnormal
Borderblack
Illustred byLie Setiawan

Key Takeaways

  1. Fly cards provide creatures with evasion, aiding in maintaining card advantage by avoiding blockers.
  2. They allow rapid play with instant speed and resource acceleration, yet require careful hand management.
  3. Fly spells may demand specific mana types and have a higher cost compared to similar effects.

Text of card

Enchant creature Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)


Card Pros

Card Advantage: Playing a Fly MTG card can dramatically increase card advantage by giving evasive capabilities to your creatures, enabling them to often bypass blockers and keep your hand stocked with resources.

Resource Acceleration: Some Fly MTG cards allow for tapping and untapping of permanents which can lead to resource acceleration, letting you harness more mana and play additional spells or creatures within a single turn. This can significantly speed up your gameplay.

Instant Speed: The ability to cast Fly MTG cards at instant speed offers the strategic advantage of unpredictable play. You can surprise opponents during combat, potentially altering the outcome of battles or disrupting your opponent’s strategy at a moment’s notice.


Card Cons

Discard Requirement: In decks that revolve around Fly, players often face the challenge of balancing their hand since casting this spell could entail discarding other valuable cards. This forced discard can hinder a player’s strategy, especially when the hand contains pivotal cards for upcoming plays.

Specific Mana Cost: Fly spells typically require a particular blend of mana to cast, which could be taxing for multicolored or color-intensive decks. Having to allocate resources specifically for one color could disrupt the deck’s overall mana curve and reduce flexibility during gameplay.

Comparatively High Mana Cost: The mana investment for Fly might be steep when considering the competitive landscape of MTG spells with similar effects. As players evaluate their options, the mana cost of Fly could be a deterrent, opting instead for spells that provide similar benefits at a lower cost, potentially leading to more efficient mana utilization turn by turn.


Reasons to Include Fly MTG Card in Your Collection

Versatility: Fly can easily adapt to various deck archetypes, granting any creature the power of flight, which can be crucial for evading blockers or activating air-based synergies.

Combo Potential: Pair Fly with cards that capitalize on attacking with flying creatures or that receive bonuses for the number of creatures with flying you control, opening up avenues for potent combinations.

Meta-Relevance: In a meta swarming with ground-pounders, granting your units flying can easily turn the tides, offering evasion in creature-heavy matchups and turning ordinary creatures into significant aerial threats.


How to beat

Fly is a versatile enchantment spell in Magic: The Gathering that provides smaller creatures with the ability to evade blockers by granting them flying. This can be a significant tactical advantage, similar to the lift that cards like Jump or Leap give, but with the added benefit of being a permanent alteration as long as Fly remains on the battlefield. Facing creatures equipped with Fly can prove challenging for decks that lack reach or flying creatures of their own.

One effective strategy to counter cards like Fly is to include removal spells or creatures with flying or reach in your deck. Utilizing instant speed removals, such as Murder or Path to Exile, allows you to address the threat immediately, rendering Fly’s advantage null. Alternatively, creatures with reach can provide a steady defense against flying attackers, reminiscent of how cards like Giant Spider have served as traditional counters to flying since the early days of the game.

Ultimately, while the tactical elevation that Fly provides should not be underestimated, a well-considered deck that includes versatile responses can navigate against such airborne strategies, preserving your battlefield position and maintaining control of the skies.


BurnMana Recommendations

Understanding the ins and outs of Fly in the MTG landscape can be a game-changer, giving creatures the crucial ability to skirt past ground defenses. With the information provided, you’re now equipped with knowledge about its advantages, drawbacks, and synergies. Tapping into the full potential of Fly means grappling with strategic plays and knowing when to deploy this spell for maximum impact. If you want to continue refining your tactical edge and take your gameplay to new heights, delve deeper with us. Join our community where we analyze, discuss, and strategize the best uses for Fly and other game-changing cards, helping you construct a deck that not only competes but dominates the skies.


Cards like Fly

Fly is an inviting card for MTG enthusiasts who relish the power of granting their creatures flight. This enchantment echoes traits found in other flying enablers like Jump, which also provides a quick burst of aerial capability. Yet, Fly comes with the added boon of staying on the field, continually offering one of your units the ability to soar above blockers, whereas Jump is a fleeting effect, only lasting for a turn.

A closer comparison can be drawn with the enchantment Spectral Flight. While both cards grant a creature flying, Spectral Flight offers an additional power and toughness boost. However, this comes at an increased mana cost compared to Fly’s lightweight investment. Another peer is Leap, an instant that not only grants flying until end of turn but also allows the player to draw a card, increasing its overall value for the cost despite its temporary nature.

When evaluating Fly alongside its counterparts, its enduring effect gives it a distinct niche, particularly in strategies focusing on long-term aerial domination. Its economical casting cost makes it a tactical choice for players who aim to maintain a steady control of the skies throughout their game in MTG.

Jump - MTG Card versions
Spectral Flight - MTG Card versions
Leap - MTG Card versions
Jump - Limited Edition Alpha (LEA)
Spectral Flight - Innistrad (ISD)
Leap - Stronghold (STH)

Cards similar to Fly by color, type and mana cost

Flight - MTG Card versions
Unstable Mutation - MTG Card versions
Field of Dreams - MTG Card versions
Dream Coat - MTG Card versions
Tangle Kelp - MTG Card versions
Tidal Flats - MTG Card versions
Flood - MTG Card versions
Backfire - MTG Card versions
Mystic Remora - MTG Card versions
Essence Flare - MTG Card versions
Cloak of Invisibility - MTG Card versions
Mana Chains - MTG Card versions
Telepathy - MTG Card versions
Veiled Sentry - MTG Card versions
Air Bladder - MTG Card versions
Seal of Removal - MTG Card versions
Shimmering Wings - MTG Card versions
Aboshan's Desire - MTG Card versions
Curiosity - MTG Card versions
Genju of the Falls - MTG Card versions
Flight - 30th Anniversary Edition (30A)
Unstable Mutation - Ultimate Masters (UMA)
Field of Dreams - Treasure Chest (PZ2)
Dream Coat - Legends (LEG)
Tangle Kelp - The Dark (DRK)
Tidal Flats - Fallen Empires (FEM)
Flood - Renaissance (REN)
Backfire - Renaissance (REN)
Mystic Remora - Dominaria Remastered (DMR)
Essence Flare - Masters Edition II (ME2)
Cloak of Invisibility - Mirage (MIR)
Mana Chains - Weatherlight (WTH)
Telepathy - Magic 2010 (M10)
Veiled Sentry - Urza's Saga (USG)
Air Bladder - Nemesis (NEM)
Seal of Removal - Nemesis (NEM)
Shimmering Wings - Invasion (INV)
Aboshan's Desire - Odyssey (ODY)
Curiosity - Mystery Booster (MB1)
Genju of the Falls - Masters 25 (A25)

Where to buy

If you're looking to purchase Fly MTG card by a specific set like Adventures in the Forgotten Realms, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Fly and other MTG cards:

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Legalities

Magic the Gathering formats where Fly has restrictions

FormatLegality
HistoricbrawlLegal
CommanderLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
ExplorerLegal
GladiatorLegal
PioneerLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Fly card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2021-07-23 A player may only have one dungeon in the command zone at a time.
2021-07-23 Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
2021-07-23 Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
2021-07-23 Dungeons are removed from the game as a state-based action.
2021-07-23 If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
2021-07-23 Moving into a dungeon room will cause its room ability to trigger.
2021-07-23 Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23 The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
2021-07-23 To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
2021-07-23 You can only move forward (well, downward) in a dungeon, never backwards or sideways.

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